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# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
141 lines
4.5 KiB
Rust
141 lines
4.5 KiB
Rust
//! Shows how to orbit camera around a static scene using pitch, yaw, and roll.
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//!
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//! See also: `first_person_view_model` example, which does something similar but as a first-person
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//! camera view.
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use std::{f32::consts::FRAC_PI_2, ops::Range};
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use bevy::{input::mouse::AccumulatedMouseMotion, prelude::*};
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#[derive(Debug, Resource)]
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struct CameraSettings {
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pub orbit_distance: f32,
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pub pitch_speed: f32,
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// Clamp pitch to this range
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pub pitch_range: Range<f32>,
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pub roll_speed: f32,
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pub yaw_speed: f32,
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}
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impl Default for CameraSettings {
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fn default() -> Self {
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// Limiting pitch stops some unexpected rotation past 90° up or down.
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let pitch_limit = FRAC_PI_2 - 0.01;
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Self {
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// These values are completely arbitrary, chosen because they seem to produce
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// "sensible" results for this example. Adjust as required.
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orbit_distance: 20.0,
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pitch_speed: 0.003,
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pitch_range: -pitch_limit..pitch_limit,
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roll_speed: 1.0,
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yaw_speed: 0.004,
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}
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}
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_resource::<CameraSettings>()
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.add_systems(Startup, (setup, instructions))
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.add_systems(Update, orbit)
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.run();
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}
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/// Set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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commands.spawn((
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Name::new("Camera"),
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Camera3d::default(),
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Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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commands.spawn((
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Name::new("Plane"),
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Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Color::srgb(0.3, 0.5, 0.3),
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// Turning off culling keeps the plane visible when viewed from beneath.
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cull_mode: None,
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..default()
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})),
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));
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commands.spawn((
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Name::new("Cube"),
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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Transform::from_xyz(1.5, 0.51, 1.5),
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));
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commands.spawn((
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Name::new("Light"),
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PointLight::default(),
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Transform::from_xyz(3.0, 8.0, 5.0),
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));
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}
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fn instructions(mut commands: Commands) {
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commands.spawn((
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Name::new("Instructions"),
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Text::new(
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"Mouse up or down: pitch\n\
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Mouse left or right: yaw\n\
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Mouse buttons: roll",
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),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(12.),
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left: Val::Px(12.),
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..default()
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},
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));
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}
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fn orbit(
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mut camera: Single<&mut Transform, With<Camera>>,
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camera_settings: Res<CameraSettings>,
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mouse_buttons: Res<ButtonInput<MouseButton>>,
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mouse_motion: Res<AccumulatedMouseMotion>,
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time: Res<Time>,
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) {
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let delta = mouse_motion.delta;
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let mut delta_roll = 0.0;
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if mouse_buttons.pressed(MouseButton::Left) {
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delta_roll -= 1.0;
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}
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if mouse_buttons.pressed(MouseButton::Right) {
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delta_roll += 1.0;
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}
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// Mouse motion is one of the few inputs that should not be multiplied by delta time,
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// as we are already receiving the full movement since the last frame was rendered. Multiplying
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// by delta time here would make the movement slower that it should be.
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let delta_pitch = delta.y * camera_settings.pitch_speed;
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let delta_yaw = delta.x * camera_settings.yaw_speed;
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// Conversely, we DO need to factor in delta time for mouse button inputs.
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delta_roll *= camera_settings.roll_speed * time.delta_secs();
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// Obtain the existing pitch, yaw, and roll values from the transform.
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let (yaw, pitch, roll) = camera.rotation.to_euler(EulerRot::YXZ);
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// Establish the new yaw and pitch, preventing the pitch value from exceeding our limits.
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let pitch = (pitch + delta_pitch).clamp(
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camera_settings.pitch_range.start,
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camera_settings.pitch_range.end,
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);
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let roll = roll + delta_roll;
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let yaw = yaw + delta_yaw;
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camera.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
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// Adjust the translation to maintain the correct orientation toward the orbit target.
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// In our example it's a static target, but this could easily be customised.
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let target = Vec3::ZERO;
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camera.translation = target - camera.forward() * camera_settings.orbit_distance;
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}
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